1 | 3 | 5 | 7 |
11 | 13 | 14 | 16 |
2 | 4 | 8 | 9 |
6 | 12 | 18 |
10 | 15 | 17 |
If you're playing Magnus with a friend and you're looking for some good hero combinations, check the Friends, Foes and People You Wreck section below.
One of the Magnus partners is Lich - See our Lich guide Sweet Vivification for some tips and tricks.
Magnus the Magnoceros is a powerful giant rhino that can utterly upset enemy formations in teamfights to your advantage. He requires some skill to play, but it is well worth it - Magnus is a valuable addition to almost any team.
Magnus' playstyle can be a little hard for newer players to wrap their heads around. The reason for this is that he isn't really classified as a carry or a support, or even a ganker. Magnus is a utility hero, meaning that his abilities are useful in combination with other members of his team. Magnus excels at disrupting the enemy team during a fight or isolating individual players for easy slaughter.
Magnus is not picked very often. This is because he's a fairly difficult hero to play, and requires a coordinated team to be effective. Because he isn't picked that much, not as many people know how to play or counter Magnus, especially as he has a few major tricks up his sleeve - namely, "fishing".
As a utility hero, Magnus needs some gold to be effective, especially if you're going for an early Blink Dagger. However, Magnus is not important enough to take the farm away from a hard carry. Magnus is also a strong ganker at level 6, and with his Shockwave he is a very viable candidate for the mid-lane. He can also solo lane quite well, if your team has a jungler or tri-lane.
Magnus may be hard to play, but damn, he can be fun. There's no greater (or sadder?) feeling than landing the perfect Reverse Polarity and winning your team the game.
Friends
Lich - Reverse Polarity with Chain Frost is perfect.
Faceless Void - Reverse Polarity and Skewer can gather the enemy team perfectly for Chronosphere, and Empower is perfect for Void.
Bloodseeker - Many of Magnus' abilities involve movement, which synergizes with Rupture and Blood Rite.
Disruptor - Static Storm works extremely well with Reverse Polarity.
Sven - Cleave damage master race.
Foes
Disruptor can Glimpse Magnus away after a Skewer/Blink initiation.
Bloodseeker can Rupture Magnus, preventing him from moving into position.
People You Wreck
Anti-Mage - [Magnus]] can use Skewer and Reverse Polarity to prevent Anti-Mage from escaping with his Blink.
Juggernaut - If Omnislashed, Magnus can Skewer away from the fight, causing it to be far less effective.
Shockwave
This is Magnus's "bread and butter" skill in the laning phase. Shockwave does 75/150/225/300 damage to all enemies within a 150 radius in a 700 line . This is a decent amount of damage early game, for only 90 mana and with a 10/9/8 cooldown. Shockwave should mainly be used for harassing enemy heroes after the skill gets to level 2, or to get some last hits if you're laning against a ranged hero. Shockwave is very effective when used with Skewer or Reverse Polarity.
Empower
Empower is a great team utility skill. It grants an ally (or Magnus himself) a bonus 20%/30%/40%/50% damage with each auto attack for 40 seconds - as well as granting 20%/30%/40%/50% cleave in a 200 radius! A free battlefury for Magnus and all of his allies. Empower is most effective later on in the game, and is a very good farming tool for himself and teammates.
- Note that Empower allows Magnus' attacks to cleave all enemies affected by Reverse Polarity!
Skewer
Skewer is the defining ability of Magnus. It causes him to lower his horn and run for all he's worth, picking up any enemy heroes in his 750/900/1050/1200 charge, damaging them for 70/140/210/280 and slowing movement speed by 40% for 2.5 seconds. Skewer perfectly sets up enemies for a Shockwave, a Reverse Polarity or just a beating down.
Reverse Polarity
Reverse Polarity is an excellent stun that synergises perfectly with all of Magnus' other abilities. Reverse Polarity pulls all enemies in a 410 radius together infront of him, stunning them for 2.25/3/3.75 seconds and dealing 50/100/125 damage. It has a 200/250/300 mana cost and a rather lengthy 120/110/100 cooldown. Note that Reverse Polarity goes through Magic Immune units but does not deal damage.
So, the build of "Carry Magnus" is an abstract concept, tried vaguely in some games, and it works to various extents. The Carry Magnus build generally works off his utility, granting him power to follow up his own initiation.
But recently, I was in a game that brought Carry Magnus to a whole new level. I don't know how viable this build would be in non-pub games, or at all. I just thought I'd mention it.
In this particular game, the enemy Magnus was not present in teamfights. He missed a few skewers early game, and most of us dismissed him as an idiot. We didn't see him for the next 20 minutes, and proceeded to destroy their team, taking objectives and kills with ease, until we got to their Tier 3 tower. With a Sniper on defence, this was going to be a long push.
Somehow, they defended. We made a few bad plays, they made a few good ones, and they defended. We were still in the lead. Nobody was worried. We had this.
We rotated bot and took the radiant's bottom Tier 2 Tower. Easy Dota. This was about 30-40 minutes into the game.
Then the enemy Magnus blinks in and destroys us all in a single felling blow of his spear.
Carry Magnus. Hard carry Magnus. Because why not.
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